Archive | Field Recording RSS for this section

Sounding Out! Podcast #31: Game Audio Notes III: The Nature of Sound in Vessel

Sound and Pleasure2This post continues our summer Sound and Pleasure series, as the third and final podcast in a three part series by Leonard J. Paul. What is the connection between sound and enjoyment, and how are pleasing sounds designed? Pleasure is, after all, what brings y’all back to Sounding Out! weekly, is it not?

Part of the goal of this series of podcasts has been to reveal the interesting and invisible labor practices which are involved in sound design. In this final entry Leonard J. Paul breaks down his process in designing living sounds for the game Vessel. How does one design empathetic or aggressive sounds? If you need to catch up read Leonard’s last entry where he breaks down the vintage sounds of Retro City Rampage. Also, be sure to be sure to check out last week’s edition where Leonard breaks down his process in designing sound for Sim Cell. But first, listen to this! -AT, Multimedia Editor

CLICK HERE TO DOWNLOADGame Audio Notes III: The Nature of Sound in Vessel

SUBSCRIBE TO THE SERIES VIA ITUNES

ADD OUR PODCASTS TO YOUR STITCHER FAVORITES PLAYLIST


Game Audio Notes III: The Nature of Sound in Vessel

Strange Loop Game’s Vessel is set in an alternate world history where a servant class of liquid automatons (called fluros) has gone out of control. The player explores the world and solves puzzles in an effort to restore order. While working on Vessel, I personally recorded all of the sounds so that I could have full control over the soundscape. I recorded all of the game’s samples with a Zoom H4n portable recorder. My emphasis on real sounds was intended to focus the player’s experience of immersion in the game.

This realistic soundscape was supplemented with a variety of techniques that produced sounds that dynamically responded to the changes in the physics engine. Water and other fluids in the game were  difficult to model with both the physics engine and the audio engine (FMOD Designer). Because fluids are fundamentally connected to the game’s physics engine, they takes on a variety of different dynamic forms as players interact with the fluid in different ways. In order to address this Kieran Lord, the audio coder, and I considered factors like the amount of liquid in a collision with anything, the hardness of the surface that it was colliding with, the type of liquid in motion, whether the player is experiencing an extreme form of that sound because it is colliding with their head, and, of course, how fast the liquid is travelling.

Although there was a musical score, I designed the effects to be played without music. Each element of the game, for instance a lava fluro’s (one of the game’s rebellious automatons) footsteps, entailed required layers of sound. The footsteps were composed of water sizzling on a hot pan, a gloopy slap of oatmeal and a wet rag hitting the ground. Finding the correct emotional balance to support the game’s story was fundamental to my work as a sound designer. The game’s sound effects were constantly competing with the adaptive music (which is also contingent on player action) that plays throughout the game, so it was important to provide an informative quality to them. The sound effects inform you about the environment while the music sets the emotional underscore of the gameplay and helps guide you in the puzzles.

The lava fluro foosteps in FMOD Designer.

The lava fluro foosteps in FMOD Designer. Used with permission (c) 2014 Strange Loop Games

Defining the character of the fluros was difficult because I wanted players to have empathy for them. This was important to me because there is often no way to avoid destroying them when solving the game’s puzzles. While recording sounds in the back of an antique shop, I came across a vintage Dick Tracey gun that made a fantastic clanking sound when making a siren sound. Since the gun allowed me to control how quickly the siren rose and fell, it was a great way to produce vocalizations for the fluros. I simply recorded the gun’s siren sound, chopped the recording into smaller pieces, and then played back different segments randomly. The metal clanking gave a mechanical feel and the siren’s tone gave a vocal quality to the resulting sound that was perfect for the fluros. I could make the fluros sound excited by choosing a higher pitch range from the sample grains and inform the player when they approached their goal.

I wanted a fluid-based scream to announce a fluro’s death. I tried screaming underwater, screaming into a glass of water, and a few other things, but nothing worked. Eventually, when recording a rubber ear syringe, I found squeezing the water out quickly lent a real shriek while it spit out the last of the water. Not only did this sound really cut through the din of the gears clanking in the mix, but it also bonded a watery yell with the sense of being crushed and running out of breath.

Vessel-LavaBoss

Vessel’s Lava boss with audio debug output. Used with permission (c) 2014 Strange Loop Games

For the final boss, I tried many combinations of glurpy sounds to signify its lava form. Eventually I recorded a nail in a board being dragged across a large rusty metal sheet. Though it was quite excruciating to listen to, I pitched down the recording and combined it with a pitched down and granulated recording of myself growling into a cup of water. This sound perfectly captured the emotion I wanted to feel when encountering a final boss.  Although it can take a long time to arrive at the “obvious” sound, simplicity is often the key.

Anticipation is fundamental to a player’s sense of immersion. It carves a larger space for tension to build, for instance a small crescendo of a creaking sound can develop a tension that builds to a sudden and large impact. A whoosh before a punch lands adds extra weight to the force of the punch. These cues are often naturally present in real-world sounds, such as a rush of air sweeping in before a door slams. A small pause might be included just for added suspense and helps to intensify the effect of the door slamming. Dreading the impact is half of the emotion of a large hit .

Vessel-ClockRecording

Recording inside of a clock tower with my H4n recorder for Vessel. Used with permission by the author.

Recording all of the sounds for Vessel was a large undertaking but since I viewed each recording as a performance, I was able to make the feeling of the world very cohesive. Each sound was designed to immerse the player in the soundscape, but also to allow players enough time to solve puzzles without becoming annoyed with the audio. All sounds have a life of their own and a resonance of memory and time that stays with the them during each playthrough of a game. In Retro City Rampage I left a sonic space for the player to wax nostalgic. In Sim Cell, I worked to breathe life into a set of sterile and synthesized sounds. Each recorded sound in Vessel is alive in comparison, telling stories of time, place and recording with them, that are all their own.

The common theme of my audio work on Retro City Rampage, Sim Cell and Vessel, is that I enjoy putting constraints on myself to inspire my creativity. I focus on what works and removing non-essential elements. Exploring the limits of constraints often provokes interesting and unpredictable results. I like “sculpting” sounds and will often proceed from a rough sketch, polishing and reducing elements until I like what I hear. Typically I remove layers that don’t add an emotive aspect to the sound design. In games there are often many sounds that can play at once, so clarity and focus are necessary when preventing sounds from getting lost in a sonic goo.

CherryBlossoms

Cherry blossoms for new beginnings. Used with permission by the author.

In this post I have shown how play and experimentation are fundamental to my creative process. For an aspiring sound artist, spending time with Pure Data, FMOD Studio or Wwise and a personal recorder is a great way to improve their skill with game audio. This series of articles has aimed to reveal the tacit decisions behind the production of game audio that get obscured by the fun of the creative process. Plus, I hope they offer a bit of inspiration to those creating their own sounds in the future.

Additional Resources:

Leonard J. Paul attained his Honours degree in Computer Science at Simon Fraser University in BC, Canada with an Extended Minor in Music concentrating in Electroacoustics. He began his work in video games on the Sega Genesis and Super Nintendo Entertainment System and has a twenty year history in composing, sound design and coding for games. He has worked on over twenty major game titles totalling over 6.4 million units sold since 1994, including award-winning AAA titles such as EA’s NBA Jam 2010NHL11Need for Speed: Hot Pursuit 2NBA Live ’95 as well as the indie award-winning title Retro City Rampage.

He is the co-founder of the School of Video Game Audio and has taught game audio students from over thirty different countries online since 2012. His new media works has been exhibited in cities including Surrey, Banff, Victoria, São Paulo, Zürich and San Jose. As a documentary film composer, he had the good fortune of scoring the original music for multi-awarding winning documentary The Corporation which remains the highest-grossing Canadian documentary in history to date. He has performed live electronic music in cities such as Osaka, Berlin, San Francisco, Brooklyn and Amsterdam under the name Freaky DNA.

He is an internationally renowned speaker on the topic of video game audio and has been invited to speak in Vancouver, Lyon, Berlin, Bogotá, London, Banff, San Francisco, San Jose, Porto, Angoulême and other locations around the world.

His writings and presentations are available at http://VideoGameAudio.com

Featured image: Courtesy of Vblank Entertainment (c)2014 – Artwork by Maxime Trépanier.

tape reelREWIND! . . .If you liked this post, you may also dig:

Sounding Out! Podcast #30: Game Audio Notes I: Growing Sounds for Sim Cell- Leonard J. Paul

Sounding Out! Podcast #31: Hand Made Music in Retro City Rampage– Leonard J. Paul

Papa Sangre and the Construction of Immersion in Audio Games- Enongo Lumumba-Kasongo 

Sound Designing Motherhood: Irene Lusztig & Maile Colbert Open The Motherhood Archives

A Conversation Article in Chat with  Irene Lusztig, Director of The Motherhood Archives and Sound Designer Maile Colbert

In 2011 filmmaker Irene Lusztig contacted me about designing sound and composing for her film project, The Motherhood Archives.

Irene had spent several years buying discarded educational films on eBay and working in historical archives to amass an unusual and fascinating collection of  archival films aimed at teaching women how to be pregnant, give birth, and look after babies. The Motherhood Archives uses this extraordinary archival treasure trove to form a lyrical essay film excavating hidden histories of childbirth in the twentieth century, illuminating our changing narratives of maternal success and failure, and raising questions about our social and historical constructions of motherhood.

I was immediately intrigued by her concept and construction process as well as her desire to work with sound design in a very collaborative manner at an earlier stage in the project than most filmmakers would. Geographically distant, Irene and I mostly worked by “satellite,” using email, chat, Skype, phone, and file sharing software to communicate and send files.  We did manage to have a few production weeks in New York and Santa Cruz, but the majority of the work was woven back and forth across an ocean and continent…California to Lisbon, Portugal, West Coast to West Coast. Rather than hindering, this method lent itself to an exquisite corpse nature to the work. In the creation of this article we followed much the same process, using an initial Gmail chat.

Maile Colbert (MC): So, I’m both shy and excited about asking this… why me, Irene?

 Irene Lusztig (IL): I had heard your work in both Adele Horne’s film [The Tailenders, 2005] and Rebecca Baron’s [How Little We Know of Our Neighbors, 2005], both films with beautiful sound.

.

The sound in How Little We Know of Our Neighbors in particular does something with natural / unnatural that I was really interested in – field recordings that somehow become other kinds of things as they are layered, transformed, and processed. I think of myself as a documentary maker / artist who is invested in actuality, but not very invested in traditional documentary form, and I think your sound has similar investments and disinvestments. It begins with the sounds of the real world but takes those sounds to very unexpected places that are often quite far from their original context.

.

MC: I love that you brought up the “natural/unnatural.” It not only really describes well my work and approach in general, but also the experience we get in your film with mediated motherhood. We would often talk about certain sections being very science fiction…then you think, wow, this really happened, this is part of a history that led up to our experience now, and one I’m currently having, having recently become pregnant for the first time!

IL: I think there is a lot to say about science fiction and sound! First, there is a great tradition of feminist science fiction that I feel like our work is very connected to: Margaret Atwood, Ursula Le Guin, and even stuff like Shulamith Firestone’s futuristic vision of external uteruses. A lot of that work has in common a willingness to “make strange” or denaturalize aspects of female reproduction and mothering in ways that feel radical.

MC:  I’m not sure if I was able to contain my excitement when you first mentioned a section felt sci-fi to you. This is something that I think has a root back in my childhood. My father was and is an obsessive science fiction film watcher: I grew up with a soundtrack of The Day the Earth Stood Still and Lost in Space. These soundscapes that “weren’t” became such a part of what I wanted to listen to.

.

IL: I always thought I had no interest in science fiction when I was younger, but I think growing a human inside my own body probably shifted my relationship to that!

I think science fiction is almost always expressing our anxieties about the future, about our technologies, about things that we struggle to control. And of course questions and anxieties about trying and failing to control things are completely at the heart of our experiences with pregnancy, birth, and learning to be new mothers in the 21st century. As are questions around technological mediations that we feel ambivalent about, whether it’s fertility technologies, medicalized birth technologies, or things like baby monitors or worrying about whether the iPad is rewiring your baby’s brain. So science fiction feels like a sonic space that totally makes sense for negotiating these maternal anxieties.

MC: One of our biggest struggles was trying to make sure things weren’t too dark for the audience.

IL: People often respond with anxiety to the film and its sound design. I’ve never before made a film where the sound comes up so often in post-screening discussions, and generally the question is something like “why is the sound so dark / scary / anxiety-provoking?” It seems very specific to the subject of The Motherhood Archives – how anxious we are societally about the whole topic, and also how uncomfortable we are being open about these anxieties.

MC: I’m still shocked at how shocked I am when I realize how some people react to this film, how uncomfortable they are. U.S. society seems just as afraid of birth as death in this manner! We speak of each in such a similar way and we’re not allowed the complexity of, for example, being simultaneously anxious about how this will affect our careers and identity, and how in love we are when we hear that heartbeat!

IL: Do you think of yourself as a feminist artist? I ask because becoming a mother (and making art about motherhood) has made me much more aware of myself as a feminist artist.

MC: I absolutely consider myself a feminist– it’s woven into every part of my life and my work.  I’m also beginning to feel this in a new way with the pregnancy: I recently lost a gig I was really looking forward to because there was an assumption that I couldn’t do it somehow because I was pregnant.  A recent interviewer asked me about how I navigate motherhood and my work, and I couldn’t help consider that this question would never come up with a male artist.

motherhoodarchiveheader

My recent recordings of my future daughter growing and moving have been wonderful to listen to: watery and subdued, you still feel like you’re only getting a little of her sonic world, so mysterious.  But it reminds me of when I was a child – in any body of water I loved to dive down to the bottom, let go of my breath and just rest there as long as I could…it was an ultimate peace.  I loved the visual perspective of the world above me, but most loved the deep gentle filter of everything aural coming through this watery world.  Some might argue that peace refers to our first soundscape experienced…and listening to my own active womb, it doesn’t seem far-fetched.

IL: There are a lot of watery sounds in the film! My friend Irene Gustafson made this great connection between all the water in the soundtrack and the voiceover passage in the twilight sleep section about how the “soothing sound of running water muffles newborn cries to prevent the formation of what are called islands of memory.” That description of water literally being used to erase memory allows all the water sounds throughout the film to become a metaphor for the erasure of historical memory… the fact that we no longer remember the historical moment where feminists were advocates for anesthetic drugs and medicalized childbirth, for instance…the many ways that the histories in the film are now forgotten.

.

MC: I think sounds are like cells in a way…they carry a memory, even though abstracted.

That’s why I love working with natural sources initially,  something comes through from that palette, a shadow is carried from its initial source.  As animals, we use sound for information,  much processing and translation happens that we aren’t even aware of.  So I do feel like when a sound is removed by processing, it still carries its source information with it, and we pick up on some of that.

 IL: Talking about cellular memory makes me think about the section of the film that a friend described as “crispy cells:” the image is from a very early 20th century educational film about reproduction – sheep cells that are dividing and reproducing – and the sound is the sound of the magnetosphere, which I love!

.

MC: I find listening to the magnetosphere sort of grounds me. I use a VLF recorder very often when I travel. If there are lightening storms or space weather, like solar storms, you get these very beautiful and strange soundscapes. I often use the recordings in my work, but your film is the first that seemed to demand them as a sound source! That section just called out for them, in their “pure” form. When you placed them there and sent it to me, I was blown away…it seemed like that was the sound of the video itself somehow.

I’ve been collecting and working on my sound library for over a decade now, and I’ve never been in a situation where a client or collaborator was interested in it in such a hands-on way.  It seemed so right to share it with you and build upon it together for this project.  For each sound – some of them going way back – I still remember the source, recording conditions, what was surrounding it (or rather what it was surrounding usually!).  They become symbols, but also memory triggers.  Now some of them have changed and were saved with this project, so there are generations as well. And the historic archival sounds you added to it…they come with their own history and memory; your film and their use is then added to that.

IL: Speaking of archival sound, one of the most amazing (to me) moments in our collaboration was really close to the end when you sent me the end credit sound. We’ve actually never talked about this because as soon as you sent it I totally intuitively and immediately knew that it was perfect. The sound is a backwards transformation of the wax cylinder Chopin Waltz recording that is used earlier in the film during the pregnant ballet sequence. There’s something so brilliant about your instinct to bring back that very polite, restrained music at the end, but have it reversed – both because it turns something familiar and half-remembered on its head, but also because I think it says something about history that is so attuned to the way the film works. The film thinks about histories of childbirth, but the chronological structure is circular, not linear – which I think of as a kind of challenge to the conventional forward-marching progress narrative.  History is always haunting the present, and history is always circular. It makes amazing and beautiful sense that this music that we’ve heard before returns at the end in this uncanny backwards form.

432819853_1280

Maile Colbert is a multi-media artist with a concentration on sound and video who relocated from Los Angeles, US to Lisbon, Portugal. She is a regular writer for Sounding Out!

tape reelREWIND! . . .If you liked this post, you may also dig:

Wayback Sound Machine: Sound Through Time, Space, and Place— Maile Colbert

Sounds Like a Baby— Liana Silva-Ford

Playing with Bits, Pieces, and Lightning Bolts: An Interview with Sound Artist Andrea Parkins— Maile Colbert